
Get in the Zone: The Psychology of Video Game Design
Authored by Sarah Williams
English
7th Grade
CCSS covered
Used 3+ times

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15 questions
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1.
MULTIPLE CHOICE QUESTION
1 min • 1 pt
The author most likely wrote this selection to...
Explain how to excel at playing video games.
Explain the process of video game development.
Explain why video games are so popular.
Explain challenges people face when playing video games.
Tags
CCSS.RI.7.6
CCSS.RI.7.9
CCSS.RL.7.6
CCSS.RL.8.6
CCSS.RI.6.9
2.
MULTIPLE CHOICE QUESTION
1 min • 1 pt
The author includes the section subheading “Challenge” in “Get in the Zone: The Psychology of Video Game Design” to show —
why video games require skill in order to be finished
why people try to complete tasks in a video game as quickly as possible
why people purchase so many different types of video games
why video games increase in difficulty as players become more skilled
Tags
CCSS.RI.1.5
CCSS.RI.2.5
CCSS.RI.K.5
3.
MULTIPLE CHOICE QUESTION
1 min • 1 pt
What tone does the author create by comparing our brains to backpacks in paragraph 6 of “Get in the Zone: The Psychology of Video Game Design”?
Conversational
Humorous
Encouraging
Curious
Tags
CCSS.RL.7.4
CCSS.RL.8.4
CCSS.RL.5.4
CCSS.RL.6.4
CCSS.RL.9-10.4
4.
MULTIPLE CHOICE QUESTION
1 min • 1 pt
Read this excerpt from paragraph 9 from “Get in the Zone: The Psychology of Video Game Design”. That’s because focus, our ability to pay attention, is like a flashlight beam—it can only shine on one or two things at a time. Based on the cause-and-effect structure used by the author, what can the reader predict will be discussed next in this paragraph?
What happens when we try focusing on several things at once
Why there are no effective ways to focus on things
The reasons people have difficulty maintaining focus
How focus can be maintained even when doing many things at a time
Tags
CCSS.RI.5.5
CCSS.RI.6.5
CCSS.RI.7.5
CCSS.RI.8.5
CCSS.RI.9-10.5
5.
MULTIPLE SELECT QUESTION
1 min • 1 pt
Which two of the following help the reader predict what the section “Reward” will be about in “Get in the Zone: The Psychology of Video Game Design”?
The reference to the dragon that was described in the introduction
The author’s tone toward the ways that games affect players
The discussion of brain activity in the previous sections
The sudden shift in the author’s perspective
The subheading for the section
Tags
CCSS.RI.6.1
CCSS.RI.7.1
CCSS.RI.8.1
CCSS.RL.7.1
CCSS.RL.8.1
6.
MULTIPLE CHOICE QUESTION
1 min • 1 pt
The author includes the detail about micro-rewards in paragraph 13 in “Get in the Zone: The Psychology of Video Game Design” to explain —
how game designers reward players for reaching the ultimate goal
how focus helps to create flow for gamers
how rewards for small tasks lead to accomplishing big goals
how the brain produces the chemical dopamine
Tags
CCSS.RI.7.2
CCSS.RL.6.2
CCSS.RL.7.2
CCSS.RL.8.2
CCSS.RI.6.2
7.
MULTIPLE CHOICE QUESTION
1 min • 1 pt
Read the dictionary entry below for the word focus.
focus \fō´kəs\ n 1. a center of activity 2. directed attention 3. a state or condition permitting clear understanding 4. a point at which rays converge
Which definition most closely matches the way the word focus is used in paragraph 8 of “Get in the Zone: The Psychology of Video Game Design”?
Definition 1
Definition 2
Definition 3
Definition 4
Tags
CCSS.RL.7.4
CCSS.RL.8.4
CCSS.RI.6.4
CCSS.RI.7.4
CCSS.RI.8.4
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